/*! jQuery plugin for Hammer.JS - v1.0.6 - 2014-03-28
 * http://eightmedia.github.com/hammer.js
 *
 * Copyright (c) 2014 Jorik Tangelder <j.tangelder@gmail.com>;
 * Licensed under the MIT license */
(function(window, undefined) {
    'use strict';

    /**
     * Hammer
     * use this to create instances
     * @param   {HTMLElement}   element
     * @param   {Object}        options
     * @returns {Hammer.Instance}
     * @constructor
     */
    var Hammer = function(element, options) {
        return new Hammer.Instance(element, options || {});
    };

    Hammer.VERSION = '1.0.10';

// default settings
    Hammer.defaults = {
        // add styles and attributes to the element to prevent the browser from doing
        // its native behavior. this doesnt prevent the scrolling, but cancels
        // the contextmenu, tap highlighting etc
        // set to false to disable this
        stop_browser_behavior: {
            // this also triggers onselectstart=false for IE
            userSelect       : 'none',
            // this makes the element blocking in IE10>, you could experiment with the value
            // see for more options this issue; https://github.com/EightMedia/hammer.js/issues/241
            touchAction      : 'none',
            touchCallout     : 'none',
            contentZooming   : 'none',
            userDrag         : 'none',
            tapHighlightColor: 'rgba(0,0,0,0)'
        }

        //
        // more settings are defined per gesture at /gestures
        //
    };


// detect touchevents
    Hammer.HAS_POINTEREVENTS = window.navigator.pointerEnabled || window.navigator.msPointerEnabled;
    Hammer.HAS_TOUCHEVENTS = ('ontouchstart' in window);

// dont use mouseevents on mobile devices
    Hammer.MOBILE_REGEX = /mobile|tablet|ip(ad|hone|od)|android|silk/i;
    Hammer.NO_MOUSEEVENTS = Hammer.HAS_TOUCHEVENTS && window.navigator.userAgent.match(Hammer.MOBILE_REGEX);

// eventtypes per touchevent (start, move, end)
// are filled by Event.determineEventTypes on setup
    Hammer.EVENT_TYPES = {};

// interval in which Hammer recalculates current velocity in ms
    Hammer.UPDATE_VELOCITY_INTERVAL = 16;

// hammer document where the base events are added at
    Hammer.DOCUMENT = window.document;

// define these also as vars, for better minification
// direction defines
    var DIRECTION_DOWN = Hammer.DIRECTION_DOWN = 'down';
    var DIRECTION_LEFT = Hammer.DIRECTION_LEFT = 'left';
    var DIRECTION_UP = Hammer.DIRECTION_UP = 'up';
    var DIRECTION_RIGHT = Hammer.DIRECTION_RIGHT = 'right';

// pointer type
    var POINTER_MOUSE = Hammer.POINTER_MOUSE = 'mouse';
    var POINTER_TOUCH = Hammer.POINTER_TOUCH = 'touch';
    var POINTER_PEN = Hammer.POINTER_PEN = 'pen';

// touch event defines
    var EVENT_START = Hammer.EVENT_START = 'start';
    var EVENT_MOVE = Hammer.EVENT_MOVE = 'move';
    var EVENT_END = Hammer.EVENT_END = 'end';


// plugins and gestures namespaces
    Hammer.plugins = Hammer.plugins || {};
    Hammer.gestures = Hammer.gestures || {};


// if the window events are set...
    Hammer.READY = false;


    /**
     * setup events to detect gestures on the document
     */
    function setup() {
        if(Hammer.READY) {
            return;
        }

        // find what eventtypes we add listeners to
        Event.determineEventTypes();

        // Register all gestures inside Hammer.gestures
        Utils.each(Hammer.gestures, function(gesture){
            Detection.register(gesture);
        });

        // Add touch events on the document
        Event.onTouch(Hammer.DOCUMENT, EVENT_MOVE, Detection.detect);
        Event.onTouch(Hammer.DOCUMENT, EVENT_END, Detection.detect);

        // Hammer is ready...!
        Hammer.READY = true;
    }

    var Utils = Hammer.utils = {
        /**
         * extend method,
         * also used for cloning when dest is an empty object
         * @param   {Object}    dest
         * @param   {Object}    src
         * @parm  {Boolean}  merge    do a merge
         * @returns {Object}    dest
         */
        extend: function extend(dest, src, merge) {
            for(var key in src) {
                if(dest[key] !== undefined && merge) {
                    continue;
                }
                dest[key] = src[key];
            }
            return dest;
        },


        /**
         * for each
         * @param obj
         * @param iterator
         */
        each: function each(obj, iterator, context) {
            var i, o;
            // native forEach on arrays
            if ('forEach' in obj) {
                obj.forEach(iterator, context);
            }
            // arrays
            else if(obj.length !== undefined) {
                for(i=-1; (o=obj[++i]);) {
                    if (iterator.call(context, o, i, obj) === false) {
                        return;
                    }
                }
            }
            // objects
            else {
                for(i in obj) {
                    if(obj.hasOwnProperty(i) &&
                        iterator.call(context, obj[i], i, obj) === false) {
                        return;
                    }
                }
            }
        },


        /**
         * find if a string contains the needle
         * @param   {String}  src
         * @param   {String}  needle
         * @returns {Boolean} found
         */
        inStr: function inStr(src, needle) {
            return src.indexOf(needle) > -1;
        },


        /**
         * find if a node is in the given parent
         * used for event delegation tricks
         * @param   {HTMLElement}   node
         * @param   {HTMLElement}   parent
         * @returns {boolean}       has_parent
         */
        hasParent: function hasParent(node, parent) {
            while(node) {
                if(node == parent) {
                    return true;
                }
                node = node.parentNode;
            }
            return false;
        },


        /**
         * get the center of all the touches
         * @param   {Array}     touches
         * @returns {Object}    center pageXY clientXY
         */
        getCenter: function getCenter(touches) {
            var pageX = []
                , pageY = []
                , clientX = []
                , clientY = []
                , min = Math.min
                , max = Math.max;

            // no need to loop when only one touch
            if(touches.length === 1) {
                return {
                    pageX: touches[0].pageX,
                    pageY: touches[0].pageY,
                    clientX: touches[0].clientX,
                    clientY: touches[0].clientY
                };
            }

            Utils.each(touches, function(touch) {
                pageX.push(touch.pageX);
                pageY.push(touch.pageY);
                clientX.push(touch.clientX);
                clientY.push(touch.clientY);
            });

            return {
                pageX: (min.apply(Math, pageX) + max.apply(Math, pageX)) / 2,
                pageY: (min.apply(Math, pageY) + max.apply(Math, pageY)) / 2,
                clientX: (min.apply(Math, clientX) + max.apply(Math, clientX)) / 2,
                clientY: (min.apply(Math, clientY) + max.apply(Math, clientY)) / 2
            };
        },


        /**
         * calculate the velocity between two points
         * @param   {Number}    delta_time
         * @param   {Number}    delta_x
         * @param   {Number}    delta_y
         * @returns {Object}    velocity
         */
        getVelocity: function getVelocity(delta_time, delta_x, delta_y) {
            return {
                x: Math.abs(delta_x / delta_time) || 0,
                y: Math.abs(delta_y / delta_time) || 0
            };
        },


        /**
         * calculate the angle between two coordinates
         * @param   {Touch}     touch1
         * @param   {Touch}     touch2
         * @returns {Number}    angle
         */
        getAngle: function getAngle(touch1, touch2) {
            var x = touch2.clientX - touch1.clientX
                , y = touch2.clientY - touch1.clientY;
            return Math.atan2(y, x) * 180 / Math.PI;
        },


        /**
         * angle to direction define
         * @param   {Touch}     touch1
         * @param   {Touch}     touch2
         * @returns {String}    direction constant, like DIRECTION_LEFT
         */
        getDirection: function getDirection(touch1, touch2) {
            var x = Math.abs(touch1.clientX - touch2.clientX)
                , y = Math.abs(touch1.clientY - touch2.clientY);
            if(x >= y) {
                return touch1.clientX - touch2.clientX > 0 ? DIRECTION_LEFT : DIRECTION_RIGHT;
            }
            return touch1.clientY - touch2.clientY > 0 ? DIRECTION_UP : DIRECTION_DOWN;
        },


        /**
         * calculate the distance between two touches
         * @param   {Touch}     touch1
         * @param   {Touch}     touch2
         * @returns {Number}    distance
         */
        getDistance: function getDistance(touch1, touch2) {
            var x = touch2.clientX - touch1.clientX
                , y = touch2.clientY - touch1.clientY;
            return Math.sqrt((x * x) + (y * y));
        },


        /**
         * calculate the scale factor between two touchLists (fingers)
         * no scale is 1, and goes down to 0 when pinched together, and bigger when pinched out
         * @param   {Array}     start
         * @param   {Array}     end
         * @returns {Number}    scale
         */
        getScale: function getScale(start, end) {
            // need two fingers...
            if(start.length >= 2 && end.length >= 2) {
                return this.getDistance(end[0], end[1]) / this.getDistance(start[0], start[1]);
            }
            return 1;
        },


        /**
         * calculate the rotation degrees between two touchLists (fingers)
         * @param   {Array}     start
         * @param   {Array}     end
         * @returns {Number}    rotation
         */
        getRotation: function getRotation(start, end) {
            // need two fingers
            if(start.length >= 2 && end.length >= 2) {
                return this.getAngle(end[1], end[0]) - this.getAngle(start[1], start[0]);
            }
            return 0;
        },


        /**
         * boolean if the direction is vertical
         * @param    {String}    direction
         * @returns  {Boolean}   is_vertical
         */
        isVertical: function isVertical(direction) {
            return direction == DIRECTION_UP || direction == DIRECTION_DOWN;
        },


        /**
         * toggle browser default behavior with css props
         * @param   {HtmlElement}   element
         * @param   {Object}        css_props
         * @param   {Boolean}       toggle
         */
        toggleDefaultBehavior: function toggleDefaultBehavior(element, css_props, toggle) {
            if(!css_props || !element || !element.style) {
                return;
            }

            // with css properties for modern browsers
            Utils.each(['webkit', 'moz', 'Moz', 'ms', 'o', ''], function setStyle(vendor) {
                Utils.each(css_props, function(value, prop) {
                    // vender prefix at the property
                    if(vendor) {
                        prop = vendor + prop.substring(0, 1).toUpperCase() + prop.substring(1);
                    }
                    // set the style
                    if(prop in element.style) {
                        element.style[prop] = !toggle && value;
                    }
                });
            });

            var false_fn = function(){ return false; };

            // also the disable onselectstart
            if(css_props.userSelect == 'none') {
                element.onselectstart = !toggle && false_fn;
            }
            // and disable ondragstart
            if(css_props.userDrag == 'none') {
                element.ondragstart = !toggle && false_fn;
            }
        }
    };


    /**
     * create new hammer instance
     * all methods should return the instance itself, so it is chainable.
     * @param   {HTMLElement}       element
     * @param   {Object}            [options={}]
     * @returns {Hammer.Instance}
     * @constructor
     */
    Hammer.Instance = function(element, options) {
        var self = this;

        // setup HammerJS window events and register all gestures
        // this also sets up the default options
        setup();

        this.element = element;

        // start/stop detection option
        this.enabled = true;

        // merge options
        this.options = Utils.extend(
            Utils.extend({}, Hammer.defaults),
                options || {});

        // add some css to the element to prevent the browser from doing its native behavoir
        if(this.options.stop_browser_behavior) {
            Utils.toggleDefaultBehavior(this.element, this.options.stop_browser_behavior, false);
        }

        // start detection on touchstart
        this.eventStartHandler = Event.onTouch(element, EVENT_START, function(ev) {
            if(self.enabled) {
                Detection.startDetect(self, ev);
            }
        });

        // keep a list of user event handlers which needs to be removed when calling 'dispose'
        this.eventHandlers = [];

        // return instance
        return this;
    };


    Hammer.Instance.prototype = {
        /**
         * bind events to the instance
         * @param   {String}      gesture
         * @param   {Function}    handler
         * @returns {Hammer.Instance}
         */
        on: function onEvent(gesture, handler) {
            var gestures = gesture.split(' ');
            Utils.each(gestures, function(gesture) {
                this.element.addEventListener(gesture, handler, false);
                this.eventHandlers.push({ gesture: gesture, handler: handler });
            }, this);
            return this;
        },


        /**
         * unbind events to the instance
         * @param   {String}      gesture
         * @param   {Function}    handler
         * @returns {Hammer.Instance}
         */
        off: function offEvent(gesture, handler) {
            var gestures = gesture.split(' ')
                , i, eh;
            Utils.each(gestures, function(gesture) {
                this.element.removeEventListener(gesture, handler, false);

                // remove the event handler from the internal list
                for(i=-1; (eh=this.eventHandlers[++i]);) {
                    if(eh.gesture === gesture && eh.handler === handler) {
                        this.eventHandlers.splice(i, 1);
                    }
                }
            }, this);
            return this;
        },


        /**
         * trigger gesture event
         * @param   {String}      gesture
         * @param   {Object}      [eventData]
         * @returns {Hammer.Instance}
         */
        trigger: function triggerEvent(gesture, eventData) {
            // optional
            if(!eventData) {
                eventData = {};
            }

            // create DOM event
            var event = Hammer.DOCUMENT.createEvent('Event');
            event.initEvent(gesture, true, true);
            event.gesture = eventData;

            // trigger on the target if it is in the instance element,
            // this is for event delegation tricks
            var element = this.element;
            if(Utils.hasParent(eventData.target, element)) {
                element = eventData.target;
            }

            element.dispatchEvent(event);
            return this;
        },


        /**
         * enable of disable hammer.js detection
         * @param   {Boolean}   state
         * @returns {Hammer.Instance}
         */
        enable: function enable(state) {
            this.enabled = state;
            return this;
        },


        /**
         * dispose this hammer instance
         * @returns {Hammer.Instance}
         */
        dispose: function dispose() {
            var i, eh;

            // undo all changes made by stop_browser_behavior
            if(this.options.stop_browser_behavior) {
                Utils.toggleDefaultBehavior(this.element, this.options.stop_browser_behavior, true);
            }

            // unbind all custom event handlers
            for(i=-1; (eh=this.eventHandlers[++i]);) {
                this.element.removeEventListener(eh.gesture, eh.handler, false);
            }
            this.eventHandlers = [];

            // unbind the start event listener
            Event.unbindDom(this.element, Hammer.EVENT_TYPES[EVENT_START], this.eventStartHandler);

            return null;
        }
    };


    /**
     * this holds the last move event,
     * used to fix empty touchend issue
     * see the onTouch event for an explanation
     * @type {Object}
     */
    var last_move_event = null;

    /**
     * when the mouse is hold down, this is true
     * @type {Boolean}
     */
    var should_detect = false;

    /**
     * when touch events have been fired, this is true
     * @type {Boolean}
     */
    var touch_triggered = false;


    var Event = Hammer.event = {
        /**
         * simple addEventListener
         * @param   {HTMLElement}   element
         * @param   {String}        type
         * @param   {Function}      handler
         */
        bindDom: function(element, type, handler) {
            var types = type.split(' ');
            Utils.each(types, function(type){
                element.addEventListener(type, handler, false);
            });
        },


        /**
         * simple removeEventListener
         * @param   {HTMLElement}   element
         * @param   {String}        type
         * @param   {Function}      handler
         */
        unbindDom: function(element, type, handler) {
            var types = type.split(' ');
            Utils.each(types, function(type){
                element.removeEventListener(type, handler, false);
            });
        },


        /**
         * touch events with mouse fallback
         * @param   {HTMLElement}   element
         * @param   {String}        eventType        like EVENT_MOVE
         * @param   {Function}      handler
         */
        onTouch: function onTouch(element, eventType, handler) {
            var self = this;


            var bindDomOnTouch = function bindDomOnTouch(ev) {
                var srcEventType = ev.type.toLowerCase();

                // onmouseup, but when touchend has been fired we do nothing.
                // this is for touchdevices which also fire a mouseup on touchend
                if(Utils.inStr(srcEventType, 'mouse') && touch_triggered) {
                    return;
                }

                // mousebutton must be down or a touch event
                else if(Utils.inStr(srcEventType, 'touch') ||   // touch events are always on screen
                    Utils.inStr(srcEventType, 'pointerdown') || // pointerevents touch
                    (Utils.inStr(srcEventType, 'mouse') && ev.which === 1)   // mouse is pressed
                    ) {
                    should_detect = true;
                }

                // mouse isn't pressed
                else if(Utils.inStr(srcEventType, 'mouse') && !ev.which) {
                    should_detect = false;
                }


                // we are in a touch event, set the touch triggered bool to true,
                // this for the conflicts that may occur on ios and android
                if(Utils.inStr(srcEventType, 'touch') || Utils.inStr(srcEventType, 'pointer')) {
                    touch_triggered = true;
                }

                // count the total touches on the screen
                var count_touches = 0;

                // when touch has been triggered in this detection session
                // and we are now handling a mouse event, we stop that to prevent conflicts
                if(should_detect) {
                    // update pointerevent
                    if(Hammer.HAS_POINTEREVENTS && eventType != EVENT_END) {
                        count_touches = PointerEvent.updatePointer(eventType, ev);
                    }
                    // touch
                    else if(Utils.inStr(srcEventType, 'touch')) {
                        count_touches = ev.touches.length;
                    }
                    // mouse
                    else if(!touch_triggered) {
                        count_touches = Utils.inStr(srcEventType, 'up') ? 0 : 1;
                    }


                    // if we are in a end event, but when we remove one touch and
                    // we still have enough, set eventType to move
                    if(count_touches > 0 && eventType == EVENT_END) {
                        eventType = EVENT_MOVE;
                    }
                    // no touches, force the end event
                    else if(!count_touches) {
                        eventType = EVENT_END;
                    }

                    // store the last move event
                    if(count_touches || last_move_event === null) {
                        last_move_event = ev;
                    }


                    // trigger the handler
                    handler.call(Detection, self.collectEventData(element, eventType,
                        self.getTouchList(last_move_event, eventType),
                        ev) );

                    // remove pointerevent from list
                    if(Hammer.HAS_POINTEREVENTS && eventType == EVENT_END) {
                        count_touches = PointerEvent.updatePointer(eventType, ev);
                    }
                }

                // on the end we reset everything
                if(!count_touches) {
                    last_move_event = null;
                    should_detect = false;
                    touch_triggered = false;
                    PointerEvent.reset();
                }
            };

            this.bindDom(element, Hammer.EVENT_TYPES[eventType], bindDomOnTouch);

            // return the bound function to be able to unbind it later
            return bindDomOnTouch;
        },


        /**
         * we have different events for each device/browser
         * determine what we need and set them in the Hammer.EVENT_TYPES constant
         */
        determineEventTypes: function determineEventTypes() {
            // determine the eventtype we want to set
            var types;

            // pointerEvents magic
            if(Hammer.HAS_POINTEREVENTS) {
                types = PointerEvent.getEvents();
            }
            // on Android, iOS, blackberry, windows mobile we dont want any mouseevents
            else if(Hammer.NO_MOUSEEVENTS) {
                types = [
                    'touchstart',
                    'touchmove',
                    'touchend touchcancel'];
            }
            // for non pointer events browsers and mixed browsers,
            // like chrome on windows8 touch laptop
            else {
                types = [
                    'touchstart mousedown',
                    'touchmove mousemove',
                    'touchend touchcancel mouseup'];
            }

            Hammer.EVENT_TYPES[EVENT_START] = types[0];
            Hammer.EVENT_TYPES[EVENT_MOVE] = types[1];
            Hammer.EVENT_TYPES[EVENT_END] = types[2];
        },


        /**
         * create touchlist depending on the event
         * @param   {Object}    ev
         * @param   {String}    eventType   used by the fakemultitouch plugin
         */
        getTouchList: function getTouchList(ev/*, eventType*/) {
            // get the fake pointerEvent touchlist
            if(Hammer.HAS_POINTEREVENTS) {
                return PointerEvent.getTouchList();
            }

            // get the touchlist
            if(ev.touches) {
                return ev.touches;
            }

            // make fake touchlist from mouse position
            ev.identifier = 1;
            return [ev];
        },


        /**
         * collect event data for Hammer js
         * @param   {HTMLElement}   element
         * @param   {String}        eventType        like EVENT_MOVE
         * @param   {Object}        eventData
         */
        collectEventData: function collectEventData(element, eventType, touches, ev) {
            // find out pointerType
            var pointerType = POINTER_TOUCH;
            if(Utils.inStr(ev.type, 'mouse') || PointerEvent.matchType(POINTER_MOUSE, ev)) {
                pointerType = POINTER_MOUSE;
            }

            return {
                center     : Utils.getCenter(touches),
                timeStamp  : Date.now(),
                target     : ev.target,
                touches    : touches,
                eventType  : eventType,
                pointerType: pointerType,
                srcEvent   : ev,

                /**
                 * prevent the browser default actions
                 * mostly used to disable scrolling of the browser
                 */
                preventDefault: function() {
                    var srcEvent = this.srcEvent;
                    srcEvent.preventManipulation && srcEvent.preventManipulation();
                    srcEvent.preventDefault && srcEvent.preventDefault();
                },

                /**
                 * stop bubbling the event up to its parents
                 */
                stopPropagation: function() {
                    this.srcEvent.stopPropagation();
                },

                /**
                 * immediately stop gesture detection
                 * might be useful after a swipe was detected
                 * @return {*}
                 */
                stopDetect: function() {
                    return Detection.stopDetect();
                }
            };
        }
    };

    var PointerEvent = Hammer.PointerEvent = {
        /**
         * holds all pointers
         * @type {Object}
         */
        pointers: {},

        /**
         * get a list of pointers
         * @returns {Array}     touchlist
         */
        getTouchList: function getTouchList() {
            var touchlist = [];
            // we can use forEach since pointerEvents only is in IE10
            Utils.each(this.pointers, function(pointer){
                touchlist.push(pointer);
            });

            return touchlist;
        },

        /**
         * update the position of a pointer
         * @param   {String}   type             EVENT_END
         * @param   {Object}   pointerEvent
         */
        updatePointer: function updatePointer(type, pointerEvent) {
            if(type == EVENT_END) {
                delete this.pointers[pointerEvent.pointerId];
            }
            else {
                pointerEvent.identifier = pointerEvent.pointerId;
                this.pointers[pointerEvent.pointerId] = pointerEvent;
            }

            // it's save to use Object.keys, since pointerEvents are only in newer browsers
            return Object.keys(this.pointers).length;
        },

        /**
         * check if ev matches pointertype
         * @param   {String}        pointerType     POINTER_MOUSE
         * @param   {PointerEvent}  ev
         */
        matchType: function matchType(pointerType, ev) {
            if(!ev.pointerType) {
                return false;
            }

            var pt = ev.pointerType
                , types = {};

            types[POINTER_MOUSE] = (pt === POINTER_MOUSE);
            types[POINTER_TOUCH] = (pt === POINTER_TOUCH);
            types[POINTER_PEN] = (pt === POINTER_PEN);
            return types[pointerType];
        },


        /**
         * get events
         */
        getEvents: function getEvents() {
            return [
                'pointerdown MSPointerDown',
                'pointermove MSPointerMove',
                'pointerup pointercancel MSPointerUp MSPointerCancel'
            ];
        },

        /**
         * reset the list
         */
        reset: function resetList() {
            this.pointers = {};
        }
    };


    var Detection = Hammer.detection = {
        // contains all registred Hammer.gestures in the correct order
        gestures: [],

        // data of the current Hammer.gesture detection session
        current : null,

        // the previous Hammer.gesture session data
        // is a full clone of the previous gesture.current object
        previous: null,

        // when this becomes true, no gestures are fired
        stopped : false,


        /**
         * start Hammer.gesture detection
         * @param   {Hammer.Instance}   inst
         * @param   {Object}            eventData
         */
        startDetect: function startDetect(inst, eventData) {
            // already busy with a Hammer.gesture detection on an element
            if(this.current) {
                return;
            }

            this.stopped = false;

            // holds current session
            this.current = {
                inst              : inst, // reference to HammerInstance we're working for
                startEvent        : Utils.extend({}, eventData), // start eventData for distances, timing etc
                lastEvent         : false, // last eventData
                lastVelocityEvent : false, // last eventData for velocity.
                velocity          : false, // current velocity
                name              : '' // current gesture we're in/detected, can be 'tap', 'hold' etc
            };

            this.detect(eventData);
        },


        /**
         * Hammer.gesture detection
         * @param   {Object}    eventData
         */
        detect: function detect(eventData) {
            if(!this.current || this.stopped) {
                return;
            }

            // extend event data with calculations about scale, distance etc
            eventData = this.extendEventData(eventData);

            // hammer instance and instance options
            var inst = this.current.inst,
                inst_options = inst.options;

            // call Hammer.gesture handlers
            Utils.each(this.gestures, function triggerGesture(gesture) {
                // only when the instance options have enabled this gesture
                if(!this.stopped && inst_options[gesture.name] !== false && inst.enabled !== false ) {
                    // if a handler returns false, we stop with the detection
                    if(gesture.handler.call(gesture, eventData, inst) === false) {
                        this.stopDetect();
                        return false;
                    }
                }
            }, this);

            // store as previous event event
            if(this.current) {
                this.current.lastEvent = eventData;
            }

            // end event, but not the last touch, so dont stop
            if(eventData.eventType == EVENT_END && !eventData.touches.length - 1) {
                this.stopDetect();
            }

            return eventData;
        },


        /**
         * clear the Hammer.gesture vars
         * this is called on endDetect, but can also be used when a final Hammer.gesture has been detected
         * to stop other Hammer.gestures from being fired
         */
        stopDetect: function stopDetect() {
            // clone current data to the store as the previous gesture
            // used for the double tap gesture, since this is an other gesture detect session
            this.previous = Utils.extend({}, this.current);

            // reset the current
            this.current = null;

            // stopped!
            this.stopped = true;
        },


        /**
         * calculate velocity
         * @param   {Object}  ev
         * @param   {Number}  delta_time
         * @param   {Number}  delta_x
         * @param   {Number}  delta_y
         */
        getVelocityData: function getVelocityData(ev, delta_time, delta_x, delta_y) {
            var cur = this.current
                , velocityEv = cur.lastVelocityEvent
                , velocity = cur.velocity;

            // calculate velocity every x ms
            if (velocityEv && ev.timeStamp - velocityEv.timeStamp > Hammer.UPDATE_VELOCITY_INTERVAL) {
                velocity = Utils.getVelocity(ev.timeStamp - velocityEv.timeStamp,
                        ev.center.clientX - velocityEv.center.clientX,
                        ev.center.clientY - velocityEv.center.clientY);
                cur.lastVelocityEvent = ev;
            }
            else if(!cur.velocity) {
                velocity = Utils.getVelocity(delta_time, delta_x, delta_y);
                cur.lastVelocityEvent = ev;
            }

            cur.velocity = velocity;

            ev.velocityX = velocity.x;
            ev.velocityY = velocity.y;
        },


        /**
         * calculate interim angle and direction
         * @param   {Object}  ev
         */
        getInterimData: function getInterimData(ev) {
            var lastEvent = this.current.lastEvent
                , angle
                , direction;

            // end events (e.g. dragend) don't have useful values for interimDirection & interimAngle
            // because the previous event has exactly the same coordinates
            // so for end events, take the previous values of interimDirection & interimAngle
            // instead of recalculating them and getting a spurious '0'
            if(ev.eventType == EVENT_END) {
                angle = lastEvent && lastEvent.interimAngle;
                direction = lastEvent && lastEvent.interimDirection;
            }
            else {
                angle = lastEvent && Utils.getAngle(lastEvent.center, ev.center);
                direction = lastEvent && Utils.getDirection(lastEvent.center, ev.center);
            }

            ev.interimAngle = angle;
            ev.interimDirection = direction;
        },


        /**
         * extend eventData for Hammer.gestures
         * @param   {Object}   evData
         * @returns {Object}   evData
         */
        extendEventData: function extendEventData(ev) {
            var cur = this.current
                , startEv = cur.startEvent;

            // if the touches change, set the new touches over the startEvent touches
            // this because touchevents don't have all the touches on touchstart, or the
            // user must place his fingers at the EXACT same time on the screen, which is not realistic
            // but, sometimes it happens that both fingers are touching at the EXACT same time
            if(ev.touches.length != startEv.touches.length || ev.touches === startEv.touches) {
                // extend 1 level deep to get the touchlist with the touch objects
                startEv.touches = [];
                Utils.each(ev.touches, function(touch) {
                    startEv.touches.push(Utils.extend({}, touch));
                });
            }

            var delta_time = ev.timeStamp - startEv.timeStamp
                , delta_x = ev.center.clientX - startEv.center.clientX
                , delta_y = ev.center.clientY - startEv.center.clientY;

            this.getVelocityData(ev, delta_time, delta_x, delta_y);
            this.getInterimData(ev);

            Utils.extend(ev, {
                startEvent: startEv,

                deltaTime : delta_time,
                deltaX    : delta_x,
                deltaY    : delta_y,

                distance  : Utils.getDistance(startEv.center, ev.center),
                angle     : Utils.getAngle(startEv.center, ev.center),
                direction : Utils.getDirection(startEv.center, ev.center),

                scale     : Utils.getScale(startEv.touches, ev.touches),
                rotation  : Utils.getRotation(startEv.touches, ev.touches)
            });

            return ev;
        },


        /**
         * register new gesture
         * @param   {Object}    gesture object, see gestures.js for documentation
         * @returns {Array}     gestures
         */
        register: function register(gesture) {
            // add an enable gesture options if there is no given
            var options = gesture.defaults || {};
            if(options[gesture.name] === undefined) {
                options[gesture.name] = true;
            }

            // extend Hammer default options with the Hammer.gesture options
            Utils.extend(Hammer.defaults, options, true);

            // set its index
            gesture.index = gesture.index || 1000;

            // add Hammer.gesture to the list
            this.gestures.push(gesture);

            // sort the list by index
            this.gestures.sort(function(a, b) {
                if(a.index < b.index) { return -1; }
                if(a.index > b.index) { return 1; }
                return 0;
            });

            return this.gestures;
        }
    };


    /**
     * Drag
     * Move with x fingers (default 1) around on the page. Blocking the scrolling when
     * moving left and right is a good practice. When all the drag events are blocking
     * you disable scrolling on that area.
     * @events  drag, drapleft, dragright, dragup, dragdown
     */
    Hammer.gestures.Drag = {
        name     : 'drag',
        index    : 50,
        defaults : {
            drag_min_distance            : 10,

            // Set correct_for_drag_min_distance to true to make the starting point of the drag
            // be calculated from where the drag was triggered, not from where the touch started.
            // Useful to avoid a jerk-starting drag, which can make fine-adjustments
            // through dragging difficult, and be visually unappealing.
            correct_for_drag_min_distance: true,

            // set 0 for unlimited, but this can conflict with transform
            drag_max_touches             : 1,

            // prevent default browser behavior when dragging occurs
            // be careful with it, it makes the element a blocking element
            // when you are using the drag gesture, it is a good practice to set this true
            drag_block_horizontal        : false,
            drag_block_vertical          : false,

            // drag_lock_to_axis keeps the drag gesture on the axis that it started on,
            // It disallows vertical directions if the initial direction was horizontal, and vice versa.
            drag_lock_to_axis            : false,

            // drag lock only kicks in when distance > drag_lock_min_distance
            // This way, locking occurs only when the distance has become large enough to reliably determine the direction
            drag_lock_min_distance       : 25
        },

        triggered: false,
        handler  : function dragGesture(ev, inst) {
            var cur = Detection.current;

            // current gesture isnt drag, but dragged is true
            // this means an other gesture is busy. now call dragend
            if(cur.name != this.name && this.triggered) {
                inst.trigger(this.name + 'end', ev);
                this.triggered = false;
                return;
            }

            // max touches
            if(inst.options.drag_max_touches > 0 &&
                ev.touches.length > inst.options.drag_max_touches) {
                return;
            }

            switch(ev.eventType) {
                case EVENT_START:
                    this.triggered = false;
                    break;

                case EVENT_MOVE:
                    // when the distance we moved is too small we skip this gesture
                    // or we can be already in dragging
                    if(ev.distance < inst.options.drag_min_distance &&
                        cur.name != this.name) {
                        return;
                    }

                    var startCenter = cur.startEvent.center;

                    // we are dragging!
                    if(cur.name != this.name) {
                        cur.name = this.name;
                        if(inst.options.correct_for_drag_min_distance && ev.distance > 0) {
                            // When a drag is triggered, set the event center to drag_min_distance pixels from the original event center.
                            // Without this correction, the dragged distance would jumpstart at drag_min_distance pixels instead of at 0.
                            // It might be useful to save the original start point somewhere
                            var factor = Math.abs(inst.options.drag_min_distance / ev.distance);
                            startCenter.pageX += ev.deltaX * factor;
                            startCenter.pageY += ev.deltaY * factor;
                            startCenter.clientX += ev.deltaX * factor;
                            startCenter.clientY += ev.deltaY * factor;

                            // recalculate event data using new start point
                            ev = Detection.extendEventData(ev);
                        }
                    }

                    // lock drag to axis?
                    if(cur.lastEvent.drag_locked_to_axis ||
                        ( inst.options.drag_lock_to_axis &&
                            inst.options.drag_lock_min_distance <= ev.distance
                            )) {
                        ev.drag_locked_to_axis = true;
                    }
                    var last_direction = cur.lastEvent.direction;
                    if(ev.drag_locked_to_axis && last_direction !== ev.direction) {
                        // keep direction on the axis that the drag gesture started on
                        if(Utils.isVertical(last_direction)) {
                            ev.direction = (ev.deltaY < 0) ? DIRECTION_UP : DIRECTION_DOWN;
                        }
                        else {
                            ev.direction = (ev.deltaX < 0) ? DIRECTION_LEFT : DIRECTION_RIGHT;
                        }
                    }

                    // first time, trigger dragstart event
                    if(!this.triggered) {
                        inst.trigger(this.name + 'start', ev);
                        this.triggered = true;
                    }

                    // trigger events
                    inst.trigger(this.name, ev);
                    inst.trigger(this.name + ev.direction, ev);

                    var is_vertical = Utils.isVertical(ev.direction);

                    // block the browser events
                    if((inst.options.drag_block_vertical && is_vertical) ||
                        (inst.options.drag_block_horizontal && !is_vertical)) {
                        ev.preventDefault();
                    }
                    break;

                case EVENT_END:
                    // trigger dragend
                    if(this.triggered) {
                        inst.trigger(this.name + 'end', ev);
                    }

                    this.triggered = false;
                    break;
            }
        }
    };

    /**
     * Hold
     * Touch stays at the same place for x time
     * @events  hold
     */
    Hammer.gestures.Hold = {
        name    : 'hold',
        index   : 10,
        defaults: {
            hold_timeout  : 500,
            hold_threshold: 2
        },
        timer   : null,

        handler : function holdGesture(ev, inst) {
            switch(ev.eventType) {
                case EVENT_START:
                    // clear any running timers
                    clearTimeout(this.timer);

                    // set the gesture so we can check in the timeout if it still is
                    Detection.current.name = this.name;

                    // set timer and if after the timeout it still is hold,
                    // we trigger the hold event
                    this.timer = setTimeout(function() {
                        if(Detection.current.name == 'hold') {
                            inst.trigger('hold', ev);
                        }
                    }, inst.options.hold_timeout);
                    break;

                // when you move or end we clear the timer
                case EVENT_MOVE:
                    if(ev.distance > inst.options.hold_threshold) {
                        clearTimeout(this.timer);
                    }
                    break;

                case EVENT_END:
                    clearTimeout(this.timer);
                    break;
            }
        }
    };

    /**
     * Release
     * Called as last, tells the user has released the screen
     * @events  release
     */
    Hammer.gestures.Release = {
        name   : 'release',
        index  : Infinity,
        handler: function releaseGesture(ev, inst) {
            if(ev.eventType == EVENT_END) {
                inst.trigger(this.name, ev);
            }
        }
    };

    /**
     * Swipe
     * triggers swipe events when the end velocity is above the threshold
     * for best usage, set prevent_default (on the drag gesture) to true
     * @events  swipe, swipeleft, swiperight, swipeup, swipedown
     */
    Hammer.gestures.Swipe = {
        name    : 'swipe',
        index   : 40,
        defaults: {
            swipe_min_touches: 1,
            swipe_max_touches: 1,
            swipe_velocity   : 0.7
        },
        handler : function swipeGesture(ev, inst) {
            if(ev.eventType == EVENT_END) {
                // max touches
                if(ev.touches.length < inst.options.swipe_min_touches ||
                    ev.touches.length > inst.options.swipe_max_touches) {
                    return;
                }

                // when the distance we moved is too small we skip this gesture
                // or we can be already in dragging
                if(ev.velocityX > inst.options.swipe_velocity ||
                    ev.velocityY > inst.options.swipe_velocity) {
                    // trigger swipe events
                    inst.trigger(this.name, ev);
                    inst.trigger(this.name + ev.direction, ev);
                }
            }
        }
    };

    /**
     * Tap/DoubleTap
     * Quick touch at a place or double at the same place
     * @events  tap, doubletap
     */
    Hammer.gestures.Tap = {
        name    : 'tap',
        index   : 100,
        defaults: {
            tap_max_touchtime : 250,
            tap_max_distance  : 10,
            tap_always        : true,
            doubletap_distance: 20,
            doubletap_interval: 300
        },

        has_moved: false,

        handler : function tapGesture(ev, inst) {
            var prev, since_prev, did_doubletap;

            // reset moved state
            if(ev.eventType == EVENT_START) {
                this.has_moved = false;
            }

            // Track the distance we've moved. If it's above the max ONCE, remember that (fixes #406).
            else if(ev.eventType == EVENT_MOVE && !this.moved) {
                this.has_moved = (ev.distance > inst.options.tap_max_distance);
            }

            else if(ev.eventType == EVENT_END &&
                ev.srcEvent.type != 'touchcancel' &&
                ev.deltaTime < inst.options.tap_max_touchtime && !this.has_moved) {

                // previous gesture, for the double tap since these are two different gesture detections
                prev = Detection.previous;
                since_prev = prev && prev.lastEvent && ev.timeStamp - prev.lastEvent.timeStamp;
                did_doubletap = false;

                // check if double tap
                if(prev && prev.name == 'tap' &&
                    (since_prev && since_prev < inst.options.doubletap_interval) &&
                    ev.distance < inst.options.doubletap_distance) {
                    inst.trigger('doubletap', ev);
                    did_doubletap = true;
                }

                // do a single tap
                if(!did_doubletap || inst.options.tap_always) {
                    Detection.current.name = 'tap';
                    inst.trigger(Detection.current.name, ev);
                }
            }
        }
    };

    /**
     * Touch
     * Called as first, tells the user has touched the screen
     * @events  touch
     */
    Hammer.gestures.Touch = {
        name    : 'touch',
        index   : -Infinity,
        defaults: {
            // call preventDefault at touchstart, and makes the element blocking by
            // disabling the scrolling of the page, but it improves gestures like
            // transforming and dragging.
            // be careful with using this, it can be very annoying for users to be stuck
            // on the page
            prevent_default    : false,

            // disable mouse events, so only touch (or pen!) input triggers events
            prevent_mouseevents: false
        },
        handler : function touchGesture(ev, inst) {
            if(inst.options.prevent_mouseevents &&
                ev.pointerType == POINTER_MOUSE) {
                ev.stopDetect();
                return;
            }

            if(inst.options.prevent_default) {
                ev.preventDefault();
            }

            if(ev.eventType == EVENT_START) {
                inst.trigger(this.name, ev);
            }
        }
    };


    /**
     * Transform
     * User want to scale or rotate with 2 fingers
     * @events  transform, pinch, pinchin, pinchout, rotate
     */
    Hammer.gestures.Transform = {
        name     : 'transform',
        index    : 45,
        defaults : {
            // factor, no scale is 1, zoomin is to 0 and zoomout until higher then 1
            transform_min_scale      : 0.01,
            // rotation in degrees
            transform_min_rotation   : 1,
            // prevent default browser behavior when two touches are on the screen
            // but it makes the element a blocking element
            // when you are using the transform gesture, it is a good practice to set this true
            transform_always_block   : false,
            // ensures that all touches occurred within the instance element
            transform_within_instance: false
        },

        triggered: false,

        handler  : function transformGesture(ev, inst) {
            // current gesture isnt drag, but dragged is true
            // this means an other gesture is busy. now call dragend
            if(Detection.current.name != this.name && this.triggered) {
                inst.trigger(this.name + 'end', ev);
                this.triggered = false;
                return;
            }

            // at least multitouch
            if(ev.touches.length < 2) {
                return;
            }

            // prevent default when two fingers are on the screen
            if(inst.options.transform_always_block) {
                ev.preventDefault();
            }

            // check if all touches occurred within the instance element
            if(inst.options.transform_within_instance) {
                for(var i=-1; ev.touches[++i];) {
                    if(!Utils.hasParent(ev.touches[i].target, inst.element)) {
                        return;
                    }
                }
            }

            switch(ev.eventType) {
                case EVENT_START:
                    this.triggered = false;
                    break;

                case EVENT_MOVE:
                    var scale_threshold = Math.abs(1 - ev.scale);
                    var rotation_threshold = Math.abs(ev.rotation);

                    // when the distance we moved is too small we skip this gesture
                    // or we can be already in dragging
                    if(scale_threshold < inst.options.transform_min_scale &&
                        rotation_threshold < inst.options.transform_min_rotation) {
                        return;
                    }

                    // we are transforming!
                    Detection.current.name = this.name;

                    // first time, trigger dragstart event
                    if(!this.triggered) {
                        inst.trigger(this.name + 'start', ev);
                        this.triggered = true;
                    }

                    inst.trigger(this.name, ev); // basic transform event

                    // trigger rotate event
                    if(rotation_threshold > inst.options.transform_min_rotation) {
                        inst.trigger('rotate', ev);
                    }

                    // trigger pinch event
                    if(scale_threshold > inst.options.transform_min_scale) {
                        inst.trigger('pinch', ev);
                        inst.trigger('pinch' + (ev.scale<1 ? 'in' : 'out'), ev);
                    }
                    break;

                case EVENT_END:
                    // trigger dragend
                    if(this.triggered) {
                        inst.trigger(this.name + 'end', ev);
                    }

                    this.triggered = false;
                    break;
            }
        }
    };

    window.Hammer = Hammer;

    if(typeof module == 'object' && module.exports) {
        module.exports = Hammer;
    }

    function setupPlugin(Hammer, $) {

        // provide polyfill for Date.now()
        // browser support: http://kangax.github.io/es5-compat-table/#Date.now
        if (!Date.now) {
            Date.now = function now() {
                return new Date().getTime();
            };
        }


        /**
         * bind dom events
         * this overwrites addEventListener
         * @param   {HTMLElement}   element
         * @param   {String}        eventTypes
         * @param   {Function}      handler
         */
        Hammer.event.bindDom = function(element, eventTypes, handler) {
            $(element).on(eventTypes, function($ev) {
                var data = $ev.originalEvent || $ev;

                var props = ['pageX','pageY','clientX','clientY','target','preventDefault','stopPropagation'];
                Hammer.utils.each(props, function(prop) {
                    if(data[prop] == null) {
                        data[prop] = $ev[prop];
                    }
                });

                // for IE
                if(data.which === undefined) {
                    data.which = data.button;
                }

                handler.call(this, data);
            });
        };

        /**
         * the methods on/off are called by the instance, but with the jquery plugin
         * we use the jquery event methods instead.
         * @this    {Hammer.Instance}
         * @return  {jQuery}
         */
        Hammer.utils.each(['on','off'], function(method) {
            Hammer.Instance.prototype[method] = function(types, handler) {
                return $(this.element)[method](types, handler);
            };
        });

        /**
         * trigger events
         * this is called by the gestures to trigger an event like 'tap'
         * @this    {Hammer.Instance}
         * @param   {String}    gesture
         * @param   {Object}    eventData
         * @return  {jQuery}
         */
        Hammer.Instance.prototype.trigger = function(gesture, eventData) {
            var el = $(this.element);
            if(el.has(eventData.target).length) {
                el = $(eventData.target);
            }

            return el.trigger({
                type   : gesture,
                gesture: eventData
            });
        };


        /**
         * jQuery plugin
         * create instance of Hammer and watch for gestures,
         * and when called again you can change the options
         * @param   {Object}    [options={}]
         * @return  {jQuery}
         */
        $.fn.hammer = function(options) {
            return this.each(function() {
                var el = $(this);
                var inst = el.data('hammer');

                // start new hammer instance
                if(!inst) {
                    el.data('hammer', new Hammer(this, options || {}));
                }
                // change the options
                else if(inst && options) {
                    Hammer.utils.extend(inst.options, options);
                }
            });
        };
    }

// AMD
    if(typeof define == 'function' && define.amd) {
        define(['../../../plugins/oclazyload/examples/requireJSExample/js/jquery'], function ($) {
            return setupPlugin(window.Hammer, $);
        });
    }

    else {
        setupPlugin(window.Hammer, window.jQuery || window.Zepto);
    }


})(window);
